Update log
Full Hunter's Hand update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- UI and audio
- Performance
- Events
- Maps
The Crimson Bloom Update is now live for Hunter's Hand!
If you've been waiting to try the game, now's a good time to jump in.
What's new:
- CosmeticThe Martyr subclassBuilt entirely around sacrifice. Spend HP to deal damage. Break yourself to break the run. High risk, devastating ceiling.
- Cosmetic20 new cardsIncluding Sacrificial Icon and Grim Resolve, designed around the Martyr's playstyle but usable across classes.
- CosmeticThe DesertA new biome previewed in this update, arriving in full at release. Arid, hostile, full of things that want you dead.
- CosmeticUI improvementsSeveral QoL changes based on your feedback. The game should feel much cleaner and faster to navigate.
This update represents a new chapter for Hunter's Hand. The Martyr changes how you think about taking damage, every hit becomes a resource, every wound a choice. Combined with the Desert's hazards, runs will feel different in a way I couldn't fully test until I was actually playing it.
Thank you to everyone who's been following the game, leaving reviews, and sending feedback. You're the reason the demo is still getting updates.
Full patch notes:
Changes:
AnimationComponent reworked — increased functionality and re-added to all relevant scenes; no longer shifts position when hovering a parent control node
Tidied up UI across all scenes
Run stats moved to bottom left and opacity increased — were getting hidden behind enemy cards
Character select screen — updated visuals
Main menu — now hides Continue and Abandon Run buttons if no previous run is saved; new still image background with custom motion shader; wind trails, fog, and rain VFX; Hunter's Hand logo replaces plain text title; all UI elements resized and rearranged for better visual hierarchy
Combat pop-ups now flip horizontal direction correctly when shown in the enemy scene
Refactored combat pop-ups from 5 separate scripts into 1 reusable script; handles damage, block, bleed, poison, regen, guard break, status applied, and drain — can be reused between player and enemy
Battle bottom bar lowered to show more of the battle scene; UI elements made smaller (mana now displayed as a small sphere); mana, HP, and armour visuals improved
Player hand now lowers while disabled (end of turn) and raises again on the next turn
StatusUI now smaller, and now grows and shrinks when activated in addition to flashing
Battle background moved to its own reusable scene; eclipse filter also handles its own script
Battle start pop-up animation updated
Added SFX to player hurt and death animations
Battle over panel removed from battle end flow — now emits directly to battle rewards (skips an unnecessary click); battle music stops and transitions to ambient biome music
Battle rewards now auto-closes when the last reward is taken
Card rewards now hides the reward list while a card tooltip is open, then restores it when the tooltip closes; reward tooltip visuals updated
Map background moved to a canvas layer so it scrolls correctly with the map
Map background images now transition between biomes; added visual gap between forest and desert biome
Map generator upgraded to improve path connections and prune dead-end paths
Added camera handle for guardian scroll lock and buffer in inspector; map now auto-ignores guardian camera lock in demo version; room type renamed from BOSS to GUARDIAN for clarity
Event locations — fixed background position and UI placement; added VFX particles
Added Martyr subclass with all cards and class trainer entry
Added Quicksand Elemental enemy with animations
Added new Desert biome background, eclipse variant, and map background images (dunes, bones, pyramids)
Added new
Source
